If I’m remembering correctly, as the 4th edition of Dungeons & Dragons came to the public, our group was left with a dilemma. Like many, there were things about the 3/3.5e versions of D&D that we weren’t particularly happy with. Neither did we particularly like what we were seeing from 4e.
Celestials are a strange piece of D&D/Pathfinder. They are a necessary group, serving as the compass opposite to devils and demons. Sometimes they serve to provide context or boxed text to the characters. And lesser celestials can be summoned for a few rounds to fight in combat for your cleric. Aside from that, however, they seem to provide only one other value proposition to game play. And that’s when they fall.
I may have mentioned once or twice that I hate fey. They’re nothing more than an annoyance.
Hmm, this is a difficult one. I’ve been a part of many moments of triumph over the years. Most, sadly, I have forgotten, but one does stand out. We were running the Shackled City Adventure Path. As with many modules, we re-located this one into the Forgotten Realms setting. I don’t remember exactly where now. It was somewhere in the far south or southwest, perhaps Chult or Halruaa.
Well, as with most things game related this has a complex answer. While we have played in a mostly Forgotten Realms world, it is a home-brew version where pretty much any deity was acceptable.